Emerald Kingdom

This is a category that deals with Emerald Kingdom, a Flash based MMORPG under development by Double Cluepon Software.

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New Artwork!

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We released Starla today on DeviantArt. In the Run up to C2E2, we wanted to get some art out there you folks have not seen. Feel free to check her out. Starla is a major player in Magna, the world of Emerald Kingdom.

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Updates, Animations and A Sprite Oh My!

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Hey thar folks. Back again for another fun update.

Awhile ago, we spoke about The Sprites, why they were important, and what you could expect from them. Well, today for you I have a peek for you at a Sprite Model which is heading into the animation department soon.

Danu, with her wings uncased.

 

Meet Danu. She will be the first Sprite you see in Emerald Kingdom. Danu’s job is to welcome new players into Emerald Kingdom, get their bearings. The first thing she will do is give you the Mark of Birth, and show you a bit about how to get around, how to fight and to generally help you acclimate to life on Magna.

As a Sprite, Danu is one of the immortal residents of Magna, despite her youthful looks, she is incredibly long lived and incredibly old. Despite her years, and all she has seen…she’s incredibly peaceful and friendly. Determined, but at the same time, she very sensible.

All Sprites have wings. Some have 2, some have one. They have the ability to case or un-case their wings as well. Sometimes, you are not always going to be sure whether you’re talking to a townie NPC, or a Sprite.

This is definitely by design.

Now that Danu’s model is complete, it will now be passed to the animation department, so her animation sheets can be created. Danu needs to be ready for inclusion testing, so we can begin putting in the new character sequences, but also to test Sprite NPC Class functions as well. The Sprites are an integral part of the world of Emerald Kingdom, and making sure they function properly is going to be one of our major key target areas for testing.

This, and other models are and have been in process now for awhile. Animating takes some time, but now Sandalphon has help in the form of Serena who is our newest member of the Animation Department here. While Sandalphon has been working on both Player models and Monsters, whereas Serena has been working on Monsters mainly. While these processes are ongoing, I thought perhaps today would be a good time to show off some of the work currently in play.

A female player, hair and starter clothes.

One of the first things that Sandalphon started working on, Player models boiled down to a great deal of ground work. The original nude models were animated first, then using them as a base hairstyles and clothes were animated as a layer over the models, using the original nude models as a guide. It keeps us from having to do the same work over and over, and gives us a nicely integrated look for things.

In the model to the right, you can see a basic female player character. She has one of what will be many different hairstyles, and a set of starter clothing.

The clothing is grey, because it’s actually masked. We will be able to tint and allow for color selection in the client. All in all, it’s a really nice solid job. More clothing, shoes, etc will of course be made available over time as well. Hair colors will be available for selection as well.

Sandalphon really pours her heart and soul into her work, as you can see. She can also drink her weight in beer. She actually puts some of the rest of us to shame. But, she animates, and we love her.

Meanwhile, Serena has been working on Monsters. One of them being a wasp like monster, which has not been officially named yet. The Wasp has an interesting history: it was originally just a piece we created for testing prospective animators. Serena animated it so well, we elected to keep her work, and build on it. The result has been pretty awesome. Let’s take a look!

Wasp idling, this is a test loop, with a dummy for scale.

One of the first things Serena did, was work on the idle cycle. One of Serena’s strengths is that she is a fast perfectionist, and does not stop working on something until it looks smooth and awesome.

But she’s also quick about her work. She does not waste time, and she likes mathematical precision. The result is a really smooth, nice looking idle cycle. This is just one angle, as well. Remember, Emerald Kingdom is an isometric game, everything needs to be animated in multiple angles.

 

 

 

 

 

Wasp, attacking. It's a pretty nasty bug.

The next thing she took to task, was the attack cycle. On this, she went above the call of duty. She actually took the time to put in a really awesome looking double sting cycle. It looks amazing, smooth and really really fun. It’s going to be a fun monster to fight. That much is sure.

 

 

 

 

 

 

 

 

The Wasp death cycle. Keep in mind, this animation moves a bit faster than it would in the client.

The next cycle she worked on, was the death cycle for the wasp. Again, efficient and quick.

One of the things Serena did here, was to create a death cycle that seemed organic, and and flowed well using the shape and design of the creature to enhance the look and feel of the death cycle.

All in all, really excellent work on the part of the Animators here. Between Sandalphon, Serena and some additional contributions from Caelum, a lot has been done in terms of getting the world moving.

As Sandalphon and Serena keep plugging away at the animation queue, Raguel is putting some final touches on the animation tools within storyteller. Storyteller allows the animators to take their frames, export them to a linear sheet, and then upload that into StoryTeller, set the frame rate and boom. It’s in there.

Once that’s done, all we have to do from there is define the creature from a world and function standpoint.

This is exactly how MMORPG publishing should work. It’s one of the things we are striving for…to create tools, to create a world, so that artists and animators and story tellers can do what they do best, without necessarily needing to ask a developer for help.

That’s all for today. I think the next update will be about story, episodic content, and what is going on there. Emerald Kingdom is actually a game where we are doing some things differently, in terms of stories, and telling a story within a large persistent world.

Till next time.

Our original mockup. We used this as a base for rapid iteration. Ignore the ass hiccups. We're a strange bunch.

More Updates. More Fun Things.

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We here at Double Cluepon spend our Saturdays actually working, believe it or not. One of the things we did this weekend? Started tightening up our interface mockup, so the art department can begin working on the actual elements.

While we know and pretty much have the basics set for the Alpha client, as we add functionality for actual feature sets, we of course need a way to visually reference these in the interface. That process has been ongoing in a somewhat off and on basis. As of this quarter however, it’s taken a front seat.

In designing the interface, we wanted to try for something a little less intrusive than what we ourselves have been used to: a lot of scattered functionality. We could name names, but we wont. What we will say is this: there are a lot of badly designed interfaces in the MMO world. We don’t think this is intentional in any way. We think it’s a natural consequence of the way MMO User Interfaces tend to evolve; as new features are added, the UI for them gets sort of “tacked on” the end, which after a year or two tends to make the UI clunky or in some extreme cases, completely unapproachable.

What we really want from the Emerald Kingdom interface then, is something more akin to a dresser full of drawers. We want to be able to organize things in such a way that you can:

  • Minimize the number of clicks to get to something.
  • Organize things in such a way that it’s natural as to where you will find them.
  • Build a system that, when it’s time to add functionality, it blends well with what is already there.
  • Build and maintain with a philosophy that viewing the world should not be impeded. i.e: seeing the world is always important.

Awhile back, we posted our basic mockup of what the initial UI should look like:

Our original mockup. We used this as a base for rapid iteration. Ignore the ass hiccups. We're a strange bunch.

While we liked the original, we also realized there was no way any of this was set in stone. For instance, since doing this particular mockup, the way we’re doing quick bar functions has actually changed. Chained attacks will be set up differently. While we have not designed that bit yet, we know full well going into this, we cannot be married to anything we see in the original.

But, the basics are here. We have a mini-map, a modal window, chat, shortcut bar, money indicator, top tabs, and your status in the upper left corner. All of this is raw material, really. What comes next is re-iterating with the raw material you see here, in order to come through with a nicer, easier design. It will still be rough, but at least we can get a handle on where to put things.

There are a few things that will need to be put into the game first and foremost. Number one on the list is character profiles. Character profiles are going to be central to a lot of the social functionality of the game itself. Profiles will tell you a number of things. What the player is rated at for their skills, what aspects they’re currently aligned with, marks they have, achievements they’ve earned, and stuff they own like shops and whatnot. It will also tell you a bit about their social groupings that they are associated with.

A quick and dirty mockup of profiles. This one was generated simply using HTML/CSS.

The original mockup I did for player profiles was quick and dirty, I wanted to start picturing how they would look, what information they would display and how it would display it. As you can see from this basic put together there are some really basic items on here. You can see Marks, Skills, Social Associations, and ownership. You can also see some initial ideas about ratings, along with how they are displayed.

Now, while this profile mockup worked in a web context, and it let me get some of my ideas out of my head, it was in no way anything that was going to be used. It’s important to realize that when you’re designing something, you actually throw away a lot. Learning what goes on the cutting room floor is just as important as learning what goes into the final product. At this stage in the game, you really cannot get hitched to anything. That said, the basics here were looked at, and migrated to where they need to appear first: the client. Even though player profiles will be visible from a regular web browser, they need to fit the client first and foremost, because that’s where they will be primarily used.

Note that, some of the structure of the original profile exists. Some of it was shaved down.

So, then, we got back into the client mockup. Uriel re-organized the layers, and we got down to business. One of the first concerns brought up was this: how to display all the information without creating a feeling of “information overload”. What we learned was important: it felt like we were dumping too much in, at the top under the player name. We had it ordered along the following:

* Faction
* Confederation.
* House.
* Band.
* Military Rank.

It was at this point Uriel spoke up, and said it felt like it was “too much” stuff. We then went into a discussion about “how much was too much?”. Looking back on it, that was the wrong way to go, because what we discovered was that it was not the volume, but the format in which it was displayed. Uriel then changed it up a bit, and what it wound up being was what you see in the shot:

* Band
* Faction
* Confederation
** Rank.
* House.

It’s the same amount of information, but ordering it in a more sane fashion made it easier to parse from a human standpoint. That’s another important lesson here: knowing when to change things up a bit, as opposed to cutting. Sometimes, you can have your cake and eat it too.

The next thing we covered, was the picture of the player. Originally, I simply wanted a user Picture. (We plan on having photobooths, where you can take really detailed and nice looking pictures) but Sandalphon got into the game: she felt it was important that we’re able to see the player as they are at that moment; She wanted to see the players avatar as it appeared “in the world”. My initial concern was this: if we do that, what drive do people have to get Pictures taken? It was suggested that perhaps we give the player an option: use the avatar by default, if the player wants to replace this with a picture, which will look nicer, they can.

Let me jump in here and just say: if we can give the user an option, especially when that option has to do with how they present themselves..we will where its possible. I personally think that all too often, user options are sacrificed out of sheer laziness.

The next thing we got into the UI was how marks are displayed. The Mark display is shown in the above picture, as purple boxes above the picture/avatar. Now, there are 32 Sprite Marks in Emerald Kingdom. While it’s not possible to gather them all, it is possible to get a fairly significant number. How to display them? We eventually decided that a hover over the marks would “Window shade” them down, over the user avatar/picture. We will add a preference to let someone choose 5 marks to display at the top.

From there, we placed the Aspects. Aspects in Emerald Kingdom relate to our “Pluggable Attribute” system. (We wont be getting into that now). Up next was: how to display skills. Skills in Emerald Kingdom do not have numerics. (In fact, if you have not noticed by now, there are next to no user facing metrics. This is by design. Numbers suck!) What skills in Emerald Kingdom do have, is ratings based on your skill with them. This design choice then, was really simple and straightforward: iconography, followed by a rating.

Achievements and Ownership are pretty straightforward; Iconography is used, with hover over tooltip style labels. Again, options for what to display will be available to the player, and a link provided for other players so they can view all of them.

One of the things you may notice is the background of the player profile. This is the “Mark of Grief”. We’ve spoken about this a bit in the past. One of the Sprites can bestow the “Mark of Grief” on players, literally our front end on the Anti Griefing system we are developing. If a player has it, it will show up in the background of their profile, as well as be transparently masked over their picture or avatar. Why? We want other players to know if someone has been a less than desirable player. We want this apparent as immediately as possible. We think if you’ve been griefing people, then it should show. The Mark of Grief (like other marks) fades over time, and will do so here as well. If the player does has not been Marked with Grief, again, we will place an option for the player to display the mark of their choice in the background.

The original status indicator.

Once we had the main profile laid out, we turned our attention to Status. The Status indicator as it was, contained a few simple things. It had the “Knockout bar”, A place for the head of your avatar, and the “Soul Meter”.

While this worked, we soon realized that something was missing here. In Emerald Kingdom, we have what amounts to a separate “sub economy”: Gel. Gel powers everything in Emerald Kingdom. Weapons, Spell Wheels, “Magic” Weaving, eventually it will also power other bigger ticket items and other large stuff as well. Gel is planned as a natural environmental feature as well; everyone will be able to collect, refine and use it. Even in the field.

But the thing is, if you’re using a pistol, or a spell wheel…both of which rely on Gel Batteries, knowing the status on this is going to obviously be pretty freaking important. As Uriel was already itching to redesign the status display, we went to work.

The old status indicator on top, with a very rough sketch in of the new. Note that we did try to work with the old one first, but felt it was a bit too tacked on, and important stuff was hard to discern.

 

We tried many variations, using the original status display. We used a gel meter on the bottom, we shifted the Soul Meter a few times. Tried different ways of displaying the number of batteries left in your inventory.

We spent a lot of time trying to save what had been previously done. Sometimes, it pans out, sometimes it does not.

In this case, it did not. The old meter had to go. What Uriel sketched out looked a lot cleaner, and more readable in the long term.

Gone was the “tacked on” feel of the old iterations. The fill bars move in opposite directions, which we think will enhance their viewing ability. The Gel meter empties up, the knock out meter empties down. It’s also easy to understand: the gel meter is “tied” to the battery count, and the knock out meter is “tied” to the Soul Meter. This reinforces the idea that getting your clock cleaned by something bigger than you may affect your “Soul Meter”, just like running out of juice on your Spell Wheel’s battery will affect your battery count.

All in all, everyone liked the new design. We went on to figure out how many pieces it would wind up being in terms of layers and parts.

By this time, however…it had gotten to beer ‘o clock. So, we saved everything, and Sandalphon got the first Blue Moon of the evening. Caelum took a full hour before he started asking for wild concoctions.

It was a productive day. We have another one of these UI/UX Sessions this Saturday as well. If you have questions or ideas…let us know. You never know, you might be able to one day point at an element in the Emerald Kingdom client and be able to say…”I suggested this!”

Everyone wins. =)

 

Adding buildings (which are technically props) is now as simple as starting a new prop, adding a graphic, setting it's isometric boundries, and saving. Also, note the sidebar. We can organize assets with a standard tree menu now.

Production Shots, and Updates!

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I’ve recently been told I’ve been a bit too ranty. That’s okay though, I don’t mind. I can’t apologize for being passionate about stuff I care about. The upshot of it is, I have actually been planning some production updates for some time. So, let’s get to it.

StoryTeller.

StoryTeller is our main toolkit. It’s designed so make adding content to an MMORPG straightforward. Everything from buildings, props and maps, to animation sheets and timing, to story material and jobs. (In Emerald Kingdom, gathering 10 beaver pelts is not considered a quest, but a job…each has their own definitions and parameters)

What you may not know is, Emerald Kingdom was to go into Alpha last year sometime around November. I cancelled that planned entry to Alpha. Why? Simple: I did not think our underlying technology and tools, namely StoryTeller had matured enough yet. It had a few issues, some of which were contributing to an unstable work environment. Rather than force out something that was not up to our quality standards, I put the kibosh on it. StoryTeller is now rapidly approaching the point where we are truly confident in its abilities.

I am happy to report that, as of this weeks building cycles, I have begun to do test construction of the Alpha town “Bolton”…

A rough put together of Bolton's entrance. Still using some rough props, but our new ones are now in full swing production! Look for them!

The Central Area of Bolton. Longtime watchers of EK will immediately notice the new tavern, with a new paintjob. Also, some more new props!

A peek at the "Government District", here we see a new building. The "Arboretum", this is where new players will begin.

A new look, with a new background. Here is a rough shot of a manufacturing area. Note the new paintjob on Elphie's Junkworks, more new props, and a really nice worn background.

How could we forget? We are also putting together a new "Shopping District". The new Genmart is seen here.

But the fun does not stop there. As you can see a lot has also changed in the interface. Gone are a lot of the invisible keyboard machinations of the old StoryTeller, now we have toolbars, and more readily apparent and usable functionality. We recently did a day long bug hunt and stress test. The results of which really exceeded our expectations. The final bug list for StoryTeller came out to under 75 bugs, ranging from minor to critical. That buglist is now being whittled down. On the flip side of things our server, SWFConduit did not even break a sweat. We had a lot of StoryTeller clients connected, and doing really complex and intensive operations and we never pushed the CPU over a single percentage point. This bodes well for the eventual release of the Alpha client.

Not only has the map editor been almost completely re-written, our asset management has also been redone, and in some ways redesigned with a bit more intuitiveness.

No more guessing as to whether or not you're creating content, new dialogs guide you through the process.

Adding buildings (which are technically props) is now as simple as starting a new prop, adding a graphic, setting it's isometric boundries, and saving. Also, note the sidebar. We can organize assets with a standard tree menu now.

As you can see in this shot, we also have moved things into a new, streamlined tab based interface. This allows us to work with multiple items at once. This will be incredibly important very soon.

All in all, as you can see our tools and underlying technology are really coming into their own. StoryTeller is now incredibly stable for almost all of its functions. If I had to put a percentage on it, I’d say its at 95%. With the last 5% being a matter of simply whittling down that aforementioned buglist. SWFConduit, our socket server is, from our view ready for prime time. So, that leads us into where are we at now, and when do you get to play?

Emerald Kingdom.

While we are putting the finishing touches on StoryTeller 1.0, we have not forgotten that a functioning client would be nice to have as well. To which I say: it’s being worked on. Fortunately, all of our work on StoryTeller gives us a great benefit: StoryTeller has code that’s portable, and will be carried over to the client. Our developers are getting StoryTeller debugged, and released as a 1.0 version, then it’s full time on the client. We’re also still conducting a search for an additional developer to speed things along.

Like any sensible software developer, we cannot give dates, but I will say this: between the Art Department, Development, Animation…things are now really moving fast. I know, I know…I left out story! I was about to get to that!

Emerald Kingdom’s story has quite a few moving parts. That said, almost everyone in the company has a hand in writing material. But Castiel has been doing the full court press! Additionally, we’re also working on planning up a flash based “Moving Comic” format to start getting people immersed in the world of Emerald Kingdom, and the world it takes place on: Magna.

What else?

Well, there are a few things I have not included in this update. Things like, Animations, Clothes, etc. The Animation editor in StoryTeller is done, save for some bugs, and some issues with being able to set timing for frames. Once that’s done, you’ll be seeing an update here about that. You’ll also start to see hair, clothes, and even a monster or two!

I have not talked about Sound in awhile. No worries, I have some updates coming up about that as well. Things, as I said earlier are starting to pick up. As our toolkit matures, and we become more confident in those tools…we’re really looking forward to getting in doing some permanent world building, we want to get Bolton ready for inhabitants! We also have plans for a smaller town, Notlob!

So, stay tuned. But, also…if you have questions, or comments? Drop them here. They will be answered!

 

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As Alpha gets closer, let’s talk about policy.

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I know, I know. A game company that wants to talk turkey on the subject of Policy. To be honest, when it comes to End User Agreements, and Privacy Policies…that’s pretty much boiler plate. We have those done, and we fully intend to not gank the public with mealy mouthed small print.

No, the policy I want to talk about today comes down to something that will affect each and every person who logs into Emerald Kingdom. It’s been discussed a lot over the last couple years, and it’s something we have thought about seriously. The number one policy for Emerald Kingdom is going to be a little something we like to call: The Syndrome Policy.

It states, very clearly the following:

In every game, there should be two clearly defined groups. These groups are the people who win, and the people who do not. Winning is a recognizable achievement, and should not be diluted, or minimized through wanting to placate or soften the blow to the people who have not won.

Or to put it more simply: the uniqueness of snowflakes diminishes as the volume increases.

The policy is named after the villain Syndrome, from the movie The Incredibles. In the movie, he states the issue with remarkable clarity:

Everyone can be super! And when everyone’s super, …no-one will be.

Really sort of hits the nail on the head these days, doesn’t it? Everyone’s a winner these days it seems. While we don’t necessarily have a problem with easy “gimmie” achievements on a base level, (They can tell others of how far you have progressed) we do have a problem with the over use of them. But more to the point, Emerald Kingdom is a game that we have designed with personal achievement in mind. We have designed the game to eventually incorporate the mid and high level game. There are going to be people who are the first to do this, or that. There are going to be people who perform remarkable feats. Those people will be immortalized in the player wiki we have planned. Notability will be something we not only plan for, but will encourage.

But, on the back end of things, we here at Double Cluepon plan to apply the Syndrome Rule to the inevitable crowd of folks who will eventually ask for a pony. The ones who will ask for specific things to be made easier for consumption by a wider audience. While we sympathize with the folks who feel everyone should be a winner…we disagree that everyone can, and should be one. Winning is an accomplishment. From slaying a monster to being best and above all others at a specific skill. The rewards should be special, and set the winners apart from the people who do not win. This is called accomplishment, and it should not be diluted or watered down.

While we appreciate that everyone wants to feel like a winner, games are about, at the core: skill and achievement. The staff here do not feel this should be muddied in any way. The spirit of this policy is that, being special should be because you have done something special, not because you happen to have a pulse. Recognition should not be diluted into meaninglessness. If you do something difficult, better than everyone else…you should be rewarded. Part of that reward is not diluting the accomplishment by then making the same task easier. Whether it be the next day, or 3 years from that day.

We have seen a few games do this, and we have to say: a lot of the time it’s done at the behest of two prime drivers. The first one is greed. If they dilute the challenge, more people will play, and pay. The second one is laziness (or, if you will, complacency)…creating and maintaining challenges is hard work. It’s easier to let everyone be a precious snowflake than it is to build pedestals for those who have earned the right to be recognized.

In the end, we believe accomplishment, and skill are good things, and they should be praised. They should certainly scale, and the reward should be equal to the accomplishment. But they should not be watered down, or diminished. So, what have we learned here?

If you do something awesome in Emerald Kingdom, myself..and the other staff will make sure the rest of the citizenry know, via mechanics, or forums, or the wiki. We also will not cavalierly throw your deeds into the fire of obsolescence by nerfing the challenge to open it up to a broader audience. (The only way I could see us modifying a puzzle, or a mechanic in such an instance is if there is a flaw, or it goes beyond our original design intent…but even then, we could never withdraw your accomplishment, and it would be noted regardless).

In the end, Emerald Kingdom should be about what all games are about: challenges, and how to meet them. We intend to try our damnedest to make sure that is in no way diminished.

What do you think about such a policy? How do you feel when your accomplishments are somehow diminished? Comment and tell us!

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